Start simplifying cloud shader
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@@ -16,12 +16,15 @@ void main()
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// when a light is direcly above the cloud
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float d = dot(vControls,vControls);
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if (d > 1) {discard;}
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//fCol = vCol;
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fCol = vec4(vCol.xyz,vCol.w*(1-d));
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//fCol = vCol;
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//float rad = vCenterSize.w*0.5;
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float rad = vCenterSize.w;
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float h = (1-d) * rad;
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fPos = vec4(vPosID.xy, vPosID.z + h, vCol.w*(1-d));
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vec3 fn1 = fPos.z*normalize(vec3(vCenterSize.xyz - fPos.xyz));
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fNorm = vec4(fn1,fPos.w);
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//vec3 vCen =
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//vec3 fn1 = fPos.z*normalize(vec3(vCenterSize.xyz - fPos.xyz));
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vec3 fn1 = fPos.z*normalize(vec3(vCenterSize.xy - vPosID.xy,0));
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//fNorm = vec4(fn1,fPos.w);
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fNorm = vec4(vControls.xy, 0.1 ,fPos.w);
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}
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@@ -20,8 +20,8 @@ void main()
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vec4 a1 = theMat * p1;
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vec4 a2 = theMat * p2;
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// if (0 > isLHS (a1.xy - a2.xy, a1.xy - "viewFromPoint")) {
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vec4 p3 = vec4 (p1.xy,500,1); //note the random z value, used for GL_DEPTH_CLAMP
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vec4 p4 = vec4 (p2.xy,500,1);
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vec4 p3 = vec4 (p1.xy,5000,1); //note the random z value, used for GL_DEPTH_CLAMP
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vec4 p4 = vec4 (p2.xy,5000,1);
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vec4 a3 = theMat * p3;
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vec4 a4 = theMat * p4;
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gPos = p1;gl_Position = a1; EmitVertex();
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